Method and management system for gaming management between a gaming management center and at least one gaming terminal, gaming management center and gaming terminal

ABSTRACT

The invention relates to a method of game management between a game management center and at least one remote game terminal, comprising a step of request of at least one game ticket, from the game terminal, and a step of presentation of the game ticket, by the game terminal. It furthermore comprises, before the step of presentation, a step of generation, by the game management center, of a win indicator determining whether the game ticket presented is a winner or a loser; and a step of transmission by the game management center and to the game terminal, of a result containing said win indicator. During the presentation step, the game terminal generates at least one representation of the game ticket as a function of the result transmitted and presents said game ticket under this representation.

This application claims the benefit under 35 U.S.C. §365 ofInternational Application PCT/FRO2/01984 filed Jun. 11, 2002, whichclaims the benefit of French Patent Application No. 01/08233 filed Jun.22, 2001.

FIELD OF THE INVENTION

The present invention relates to a method and a system of gamemanagement between a game management center and at least one remote gameterminal. The invention furthermore relates to a game management centerand a game terminal.

More precisely, the invention relates to a method of game management ofthe type comprising a step of request of at least one game ticket, fromthe game terminal, and a step of presentation of the game ticket, by thegame terminal.

BACKGROUND OF THE INVENTION

Such a method of game management is known. In particular, theCyberGrattage® game platform implemented by the company GOTO Softwareallows a player to request a game ticket from the game managementcenter, using a microcomputer connected to the Internet network. Thegame ticket comprises several masked boxes, a certain number of whichhave to be scratched virtually, with the aid of a mouse, in order toremove the corresponding masks and uncover symbols. At least onecombination of these symbols uncovered is a winner: it suffices tochoose the right boxes.

However, when the ticket is a winner, this method requires an additionalexchange of information between the game terminal and the gamemanagement center, in order to inform the latter thereof.

SUMMARY OF THE INVENTION

The invention is aimed at remedying the drawbacks of a conventional gamemanagement method, by creating a method making it possible to limit thenumber of exchanges between the game management center and the remotegame terminal, for greater security, and which is simple to implement onthe game management center side.

A subject of the invention is therefore a method of game management ofthe aforesaid type, characterized in that it comprises, between therequest step and the presentation step: a step of generation, by thegame management center, of a win indicator determining whether the gameticket presented is a winner or a loser; and a step of transmission bythe game management center and to the game terminal, of a resultcontaining said win indicator; and in that during the presentation step,the game terminal generates at least one representation of the gameticket as a function of the result transmitted and presents said gameticket under this representation.

Thus, the method of game management according to the invention limitsthe number of exchanges between the game terminal and the gamemanagement center, since when the ticket is presented to the player, thegame management center already knows whether the ticket is a winner or aloser.

The method of game management according to the invention may moreovercomprise one or more of the following characteristics:

-   -   the game has predetermined probability of winning, and the game        management center generates said win indicator, as a function of        the probability of winning;    -   the game management center and the remote game terminal are        interlinked by at least one bidirectional communication path;    -   the method comprises a step of transmission, by the game        terminal and to the game management center, of a game ticket        request message;    -   during the step of transmission of the message, the latter is        encrypted with the aid of a symmetric or asymmetric encryption        method;    -   the game ticket request message comprises a seed generated by        the game terminal, and this seed is used by the game management        center to randomly determine whether the game ticket presented        is a winner or a loser;    -   the game terminal generates at least two representations of the        game ticket, a first representation not indicating whether it is        a winner or a loser, the game ticket comprising for example        several zones comprising masked symbols, and a second        representation indicating whether the game ticket is a winner or        a loser as a function of the result, a predetermined number of        zones being for example unmasked and the game terminal        dynamically choosing each symbol unmasked by the player as a        function of the result;    -   the result is encrypted by the game management center with the        aid of a symmetric or asymmetric encryption method;    -   during the step of generating said win indicator, the game        management center furthermore generates a number identifying the        game ticket, and the result comprises this number identifying        the game ticket;    -   if the game ticket is determined to be a winner, the method        furthermore comprises a step of transmission, by the game        terminal to the game management center, of a proof of win        comprising the number identifying the game ticket;    -   during the step of transmission of the proof of win, the latter        is encrypted with the aid of a symmetric or asymmetric        encryption process;    -   the result comprises a ticket generation seed, and this ticket        generation seed is used by the game terminal for the        presentation of the game ticket;    -   the predetermined probability of winning of the game comprises a        statistical distribution of win values;    -   the result of the determination comprises a win value dependent        on the statistical distribution of win values, if the ticket is        determined to be a winner;    -   the ticket is issued by the game management center after receipt        by the latter of a proof of payment; and    -   the game management center manages several games, and subsequent        to the game ticket request step, the game management center        chooses at least one type of game ticket corresponding to at        least one game.

The invention also relates to a center for game management,characterized in that it comprises means of reception of a game ticketrequest issued by a player, means of generation of at least one gameticket that are activated by the receipt of the request, and means ofdetermination, whether the game ticket is a winner or a loser, beforethe latter is presented to the player.

The invention also relates to a game terminal, characterized in that itcomprises means of issuing a request for at least one game ticket, meansof reception of the result of a determination, whether the game ticketis a winner or a loser, and means of generation of at least onerepresentation of the game ticket, as a function of the result, and ofpresentation of the game ticket under this representation.

The game terminal according to the invention can furthermore comprisethe following characteristic:

-   -   the means of generation generate at least two representations of        the game ticket, a first representation not indicating whether        it is a winner or a loser, and a second representation        indicating whether the game ticket is a winner or a loser as a        function of the result.

The invention also relates to a system of game management comprising agame management center as described hereinabove and at least one remotegame terminal as described hereinabove.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will be better understood on reading the description whichfollows, given merely by way of example and while referring to theappended drawings in which:

FIG. 1 represents an environment for implementing a game managementmethod according to the invention; and

FIG. 2 represents the steps of the game management method according tothe invention implemented in the environment of FIG. 1.

DETAILED DESCRIPTION OF THE DRAWINGS

The environment represented in FIG. 1 comprises a game management center10, located for example at a game organizer and comprising a server 12of conventional type linked to means 13 of storing probabilities ofwinning, such as a RAM memory. The server 12 is furthermore linked to aninformation transmission network 14, such as the Internet, by means of amodem 16 to which it is linked and of a bidirectional link 18 set upbetween the modem 16 and the Internet network 14.

Moreover, remote game terminals 20 ₁, . . . , 20 _(n) are also linked tothe Internet network 14 by means of bidirectional links 22 ₁, . . . , 22_(n). These remote game terminals 20 ₁, . . . , 20 _(n) are for examplemicrocomputers located at the players' homes.

Each remote game terminal 20 _(i) comprises a modem 24 catering for theconnection with the bidirectional link 22 _(i), and a central methodingunit 26 associated with a display screen 28 and a keyboard 30. Thecentral methoding unit 26 comprises a game application downloaded fromthe game management center 10, in the form of a Java applet. Moreover,the central methoding unit 26 is linked in bidirectional communicationwith a conventional electronic payment device 32, such as an electronicpurse.

Represented in FIG. 2 are the steps of the game management methodaccording to the invention, implemented between the game managementcenter 10 and any remote game terminal 20 _(i) chosen from the terminals20 ₁ to 20 _(n).

During a first step 40, the player, interacting with the gameapplication stored in the central methoding unit 26 of the game terminal20 _(i), by means of the keyboard 30 and of the display screen 28,requests the purchase of a game ticket.

During the next step 42, the central methoding unit 26 verifies that thecontent of the electronic purse 32 makes it possible to purchase therequested game ticket. If this is not the case, we go to a cancellationstep 44, in the course of which the game application informs the player,via the screen 28, that he does not have enough money.

If the content of the electronic purse 32 allows the purchase of thegame ticket, we go to a payment step 46, in the course of which theelectronic purse 32 is debited with the sum corresponding to the priceof the game ticket requested. The transaction is performed, for example,with a remote payment center (not represented) accessible by Internet.Regarded as conventional, this transaction will not be describedfurther. At the end of this transaction, the electronic purse 32transmits a proof of payment M₁ to the central methoding unit 26 of thegame terminal 20 _(i).

During the next step 47, the game terminal 20 _(i) transmits a ticketrequest message M to the game management center 10. This message Mcomprises the proof of payment M₁, emanating from the previous step.

Optionally, the message M also comprises a game identification numberM₂, uniquely defining the type of game ticket requested by the player.

Specifically, the game management center 10 can manage several games,each of which is associated with a predetermined probability of winning.Thus, the game identification number M₂ makes it possible to determinewhich game, and hence which probability of winning, the requested ticketis associated with.

However, the ticket request message M does not necessarily comprise thegame identification number M₂. Specifically, as a variant, the playertransmits the ticket request message M, without having previously chosena particular game ticket type. In this case, the game management center10, managing several games, chooses at least one type of ticketcorresponding to at least one game, for example randomly.

Also optionally, the game terminal 20 _(i) also transmits a symmetricsecret key M₃, generated automatically by the game terminal 20 _(i) in aconventional manner. This key will be used, as will be describedsubsequently, by the game management center 10, for the symmetricencryption of data.

Finally, optionally, the message M comprises a seed M₄ which is, forexample, any real number and is intended to be used by the gamemanagement center 10 during a determination step which will be describedlater.

To secure the transmission of information between the game terminal 20_(i) and the game management center 10, a well known means is to use anasymmetric public key cryptography process, in which the game managementcenter 10 possesses a private key SK_(GP) which is known only to itselfand a public key PK_(GP) which is known to the terminal 20 _(i).

Thus, the message M is transmitted by the terminal 20 _(i) to the gamemanagement center 10, in encrypted form by means of a conventionalencryption function E and of the public key PK_(GP). As a result, Mtakes the following form:M=E PK _(GP)(M ₁ , M ₂ , M ₃ , M ₄).

Next, during a reception step 48, the game management center 10 decryptsthe message M by means of the private key SK_(GP). It thus retrieves thesymmetric secret key M₃, the seed M₄ and the game identification numberM₂ allowing it to associate the probability of winning corresponding tothis identification number M₂.

The probability of winning is defined by a statistical distribution ofwin values that is stored in memory 13. Furthermore, the game managementcenter 10 authorizes passage to the next step of the method, afterverification of the proof of payment M₁.

The expression “statistical distribution of win values” is understood tomean a real function of the interval [0; 1] in a space of win values,such as the set of reals, or else a set of predetermined prizes.

For example, in the subsequent description, the game corresponding tothe game identification number M₂ is regarded as a game in which thegame ticket comprises a grid of nine masked boxes, of which threecontain a cross and six a circle. The rule of the game consists inuncovering three boxes out of the nine boxes. The player wins 100 Eurosif he uncovers three crosses, 10 Euros if he uncovers two crosses,nothing otherwise.

Thus, for this game, the probability of the player winning 100 Euros is1/84, the probability of the player winning 10 Euros is 18/84 and theprobability of the player winning nothing is 65/84.

More precisely, the probability of winning is defined for example by thefollowing statistical distribution of win values d:

-   -   d(x)=100, if 0≦x<1/84;    -   d(x)=10, if 1/84≦x<19/84;    -   d(x)=0, if 19/84≦x≦1.

Conventionally, in this type of game, it is the player who determines,when he uncovers three boxes out of these nine boxes, whether the gameticket is a winner or a loser. It will be noted however that, within theframework of the invention, it is the game management center 10 thatdetermines whether the game ticket is a winner or a loser. When thisticket is presented to the player and when the latter chooses threeboxes to be uncovered out of the nine boxes, the symbols appearingbehind the three uncovered boxes are chosen dynamically by the gameapplication of the game terminal 20 _(i), to correspond to the result ofthe determination performed by the game management center 10.

Thus, during the next determination step 50, the game management center10 randomly generates a real number x_(det) lying between 0 and 1,possibly from the seed M₄. Specifically, a known method for generatingx_(det) is to use a conventional pseudo-random number generatingfunction, using an input variable, such as a real number, called a seed.

Next, during this same step, the game management center 10 generates awin value R₂=d(x_(det)) as well as an indicator R₁ equal to 0 if the winvalue R₂ is zero and to 1 otherwise. Moreover, it generates a gameticket identifying number R₃.

The game management center 10 keeps for each winning ticket, in memory13, the game ticket identifying number R₃ associated with the indicationR₁ and with the win value R₂ as well as the game identifying number M₂.Thus, it knows, before the game ticket is presented to the player,whether this ticket is a winner or a loser.

Next, during a step 52, the game management center 10 transmits aresponse R containing the indicator R₁, the win value R₂ if theindicator R₁ is equal to 1 and the game ticket identifying number R₃ tothe game terminal 20 _(i).

Optionally, the response R furthermore comprises the game identifyingnumber M₂ and a ticket generation seed R₅, which is, like M₄, any realnumber.

Finally, the response R comprises a signature R₆ calculated with the aidof a conventional hash function Sign and of the private key SK_(GP),from the aforesaid data contained in the response R, that is to say R₁,R₂, R₃, M₂ with the exception of R₅. It follows that:R ₆=Sign SK _(GP)(R ₁ ,R ₂ ,R ₃ ,M ₂).

The response R is transmitted to the game terminal 20 _(i) in encryptedform, with the aid of the encryption function E and of the symmetricsecret key M₃, known only to the game terminal 20 _(i) and to the gamemanagement center 10. R therefore takes the following form:R=E M ₃(R ₁ ,R ₂ ,R ₃ ,M ₂ ,R ₅ ,R ₆).

During the next step 54, the game terminal 20 _(i) decrypts the responseR with the aid of the symmetric secret key M₃ and verifies, with the aidof the public key PK_(GP), that the signature R₆ does indeed correspondto the content of the response R.

Next, during a test step 56, the game terminal 20 _(i) verifies thevalue of the indicator R₁.

If R₁ equals 0, we go to step 58, during which the game terminal 20 _(i)generates a game ticket to be scratched, possibly with the aid of theticket generating seed R₅, and displays the latter on the screen 28.Specifically, the game terminal 20 _(i) can use a conventionalpseudo-random generating function to randomly diversify the presentationof the game ticket to be scratched.

During this step, whatever three boxes are uncovered by the player, theticket presented on the screen 28 is a losing ticket, that is to say theboxes uncovered comprise at most one cross.

The presentation of the losing ticket is moreover implemented entirelyby the game application recorded in the central methoding unit 26 of thegame terminal.

Specifically, the game application generates at least one firstrepresentation of the game ticket not indicating whether the latter is awinner or a loser, before the player has uncovered a first box, and asecond representation of the game ticket, indicating that the latter isa loser, when the player has uncovered three boxes.

On the other hand, if the indicator R₁ equals 1, we go to a step 60.During this step 60, the game terminal 20 _(i) generates a ticket to bescratched, just as above, and presents the latter on the screen 28.However, in this case, the ticket to be scratched is a ticket which willbe presented as a winner regardless of the player's choice.

If, moreover, the win value R₂ equals 10, then whatever boxes areuncovered by the player, they comprise two crosses. If the win value R₂equals 100, the three boxes uncovered by the player each comprise across.

As above, the game application generates at least one firstrepresentation of the game ticket not indicating whether the latter is awinner or a loser, before the player has uncovered a first box, and asecond representation of the game ticket, indicating the symbolscorresponding to the win value R₂, when the player has uncovered threeboxes.

During step 62 following step 60, the game terminal 20 _(i) transmits aproof of winning P to the game management center 10, this proofcomprising the signature R₆ and payment information P₂ such as forexample a number of a bank account of the player, to which the gamemanagement center 10 can remit the sum won by the player during theprevious step.

This proof of winning P is transmitted to the game management center 10in encrypted form, with the aid of the encryption function E and of theasymmetric public key PK_(GP). It follows that:P=E PK _(GP)(R ₆ ,P ₂).

Finally, during a last step 64, the game management center 10 verifiesthe validity of the signature R₆ and verifies that the ticketcorresponding to the ticket identifying number R₃ has not already beenrewarded.

Any appropriate means can then be implemented to forward the prize tothe winner during a step 66.

It is clearly apparent that the game management method according to theinvention allows the straightforward implementation of the management ofa game with predetermined probability of winning, by presenting theplayer with a game ticket which has already been determined as being awinner or a loser by the game management center 10, as a function of theprobability of winning.

Another advantage of the method described above is to allow verystraightforward implementation on the game management center 10 side,the latter comprising in memory the statistical distribution of winvalues corresponding to the type of game ticket requested by the playerand transmitting only the result of the determination to the gameterminal, without generating the game ticket. Specifically, thegeneration of the game ticket, the forwarding of the winning or losingticket and the presentation of the response are performed entirely bythe game terminal 20 _(i), by virtue of the game application loaded intoit.

Moreover, little data is exchanged between the game management center 10and the game terminal 20 _(i) since the look of the ticket uponpresentation thereof to the user is determined by the game terminal.Very little bandwidth is therefore required between the game managementcenter and the terminal in order to implement the method of theinvention.

Finally, it will be noted that the invention is not limited to theembodiment described above.

Specifically, as a variant, the statistical distribution of win valuescan be represented by a discrete function having discrete values.

1. A method of game management between a game management center and agame terminal linked through an information transmission network, themethod comprising steps of: requesting, via the game terminal, a gameticket from the game management center; presenting, via the gameterminal, the game ticket, wherein between the step of requesting thegame ticket and the step of presenting the game ticket, the followingsteps are performed: generating, via the game management center, a winindicator which is used for determining whether the game ticketpresented via the game terminal is a winner or a loser; and transmittinga result containing the win indicator from the game management center tothe game terminal; and during the step of presenting the game ticket,generating by the game terminal one of at least two differentrepresentations of the game ticket including a first representation notindicating a result of whether the game ticket is a winner or a loser,the game ticket comprising several zones comprising masked symbols, anda second representation indicating whether the game ticket is a winneror a loser as a function of the result, a predetermined number of zonesbeing unmasked and the game terminal dynamically choosing each symbolunmasked by a player as a function of the result, and wherein the gameticket is presented under one of the first and second representations.2. The method of game management as claimed in claim 1, wherein the gameticket has a predetermined probability of winning, and the gamemanagement center generates the win indicator, using the predeterminedprobability of winning.
 3. The method of game management as claimed inclaim 1, further comprising a step of transmitting from the gameterminal to the game management center a game ticket request message. 4.The method of game management as claimed in claim 3, wherein the gameticket request message comprises a seed generated by the game terminaland the seed is used by the game management center to randomly determinewhether the game ticket presented is a winner or a loser.
 5. The methodof game management as claimed in claim 1, wherein the result comprises aticket generation seed, and the ticket generation seed is used by thegame terminal for the presentation of the game ticket.
 6. The method ofgame management as claimed in claim 2, wherein the predeterminedprobability of winning comprises a statistical distribution of winvalues.
 7. The method of game management as claimed in claim 6, whereinthe result comprises a win value dependent on the statisticaldistribution of win values, when the game ticket is determined to be awinner.
 8. A game terminal linked through an information transmissionnetwork to a game management center, the game terminal comprising: meansfor issuing a request for a game ticket; means for receiving a result ofa determination indicating whether the game ticket is a winner or aloser where the determination is made by the game management center; andmeans for generating one of at least two different representations ofthe game ticket including a first representation not indicating whetherthe game ticket is a winner or a loser, the game ticket comprisingseveral zones comprising masked symbols, and a second representationindicating whether the game ticket is a winner or a loser, apredetermined number of zones being unmasked and the game terminaldynamically choosing each symbol unmasked by a player as a function ofthe result, and presenting the game ticket under one of the first andsecond representations.